Title: Review for the first SIEM Semifinal
1Review for the first SIEM Semi-final
2Parameters of the 1st Semi-final
- Will be held during the first half of class on
April 17 (Thursday). - Will be about 3 pages of short-answer questions.
- Will be a closed-book exam.
- Will cover chapters in the syllabus from Feb 21
(Bryant and Zillmann 15) through March 20
(Reassens and Goldstein 23). - Will be followed by several class presentations
and a small amount of lecture material.
3Zillmann 15Fisch His Basic Argument
- If TV can have negative effects (e.g. increase
aggression), then it also should have positive
effects.
4Educational Programs and Content
- Sesame Street Improves school readiness (e.g.
alphabet, numbers, conceptual categories, social
skills). - Electric Company Improves reading, particularly
for the low-end - Square One Attitude towards and uses of math and
problem-solving - 3-2-1 Contact Attitude towards and knowledge of
scientific principles
5BUT, Learning is specific
- Fisch mentions lots of other programs Mr.
Wizard, Bill Nye the Science Guy, etc. - But learning effects tend not to be at the
Media category level and other factors also
are operating
6What are the effects of age, viewing frequency,
and initial performance?
7Sesame Street Results Summary
- Children gain in sophistication about program
form with age and experience. - Children become able to predict when the boring
bits are going to occur they will avoid boring
education if they can manage. - All children gain educationally from watching
Sesame Street. - Those who watch more gain more.
- Those who have high ability want to watch more.
- Poor children also gain, particularly if their
mothers know how to reinforce program content.
8Raessens 6Pensky The Opening Claims
- Young peoples brains are wired very differently
due to their having consumed different media. - There is brain plasticity. I mentioned some of
that during the discussion of Sesame Street. - But young peoples brains dont have the capacity
to greatly outstrip evolution.
9Digital Natives and Immigrants
- Digital natives grow up on electronic media.
- Digital immigrants learn them later.
- But, are people who learn to browse the Web more
Web literate than the people who invented the
Internet, bit-mapped graphices, etc.?
10Two Modes of Information Processing
11More Pensky 10 Ways Digital Narratives Differ
- Twitch Speed versus Conventional Speed
- Parallel versus Linear Processing
- Random versus Linear Thinking
- Graphics versus Text First
- Connected versus Stand-Alone
- Payoff versus Patience
- Fantasy versus Reality
- Play versus Work
- Technology as Friend versus Foe
- Attitude
12What to learn in games
- How procedural
- What declarative
- Why goal
- Where location contingency
- When and whether time contingency
13Components of Coaching
Imaging Naming
Doing
Motivating
Evaluating
Closing
14Raessens 9Gunter The Range of Claims
- Game playing displaces contact with other people
and produces more useful activities and produces
negative health effects. - Game playing leads to computer literacy, more
healthy lifestyles, and learning of academic
content. - The truth is likely to be more mixed and more
complex.
15Addiction and Time Displacement 4
- In-depth research has indicated, however, that
although a small proportion of people may show
signs of game dependency, it is a fairly harmless
reaction (Shorton, 1989). - People with addictions to games may have other
addictions and have common psychological
profiles. Eliminating one addiction may lead to
a persons being addicted to something else.
16Games and Cognitive Effects 1
- Learning Effects
- Computer games can yield positive effects
- But, is that due to the central educational
content or incidentally due to uses of computer
software and hardware? - When educational content is incidental
(exogenous) to games, people learn little of it.
The Sesame Street approach is more effective. - Sometimes both experts and beginners benefit,
sometimes not (shoulder effects). Sometimes only
experts gain from instructions (Evolution game).
17Games and Health 1
- Physical and Psychobiology
- Tendons, muscles and nerves can wear other
repetitive actions can produce similar effects - Epileptic seizures probably interaction with
other variables - Social Health Issues
- Lack of social contact or not?
- Arcades, homes, multiplayer, etc.
- Social motivations?
18Zillmann 10Sparks Bandura's Experiments
- Setting lab in Palo Alto
- Sample middle-class kids
- Materials Bobo doll or Rocky and Johnny movies
- Aggressive behavior toy choice, kind of play,
aggression against an "adult human - We have covered this sort of thing.
19Zillmann
- Experiments on Pornography and Sports
- R-rated sex produces high levels of arousal and
aggression (note the restrictions on emotional
release) - Extended pornography viewing produces lower
inhibition boredom - Sports viewing produces arousal
20Lefkowitz Factors Affecting Aggression
21What to Conclude
- Media violence increases viewer violence
- There are many possible mechanisms
- Learning techniques, desensitization, arousal,
etc. - There are lots of other factors family and peer
relationships. - There are some mildly studied causes (computer
games) and unstudied causes (TV news).
22Zillmann 11Cantor Her Literature Review
- Everybody is frightened at some time.
- A few viewers have nightmares and other signs of
distress extraneous variables?. - Some viewers react more extremely when
fear-inducing media occur at the same time as
other stress. - Fear can be conceived of as a response involving
cognitions, motor behavior, and excitatory
reactions that, except under extreme conditions,
prepare the individual to flee from danger.
college?
23Stimulus Generalization
- Stimulus Generalization transfer of fear from a
specific danger to similar situations, etc. - Fear-inducing factors
- Dangers and injuries
- Distortions of natural forms dogs do this
- Experience of endangerment and fear by others
empathy, mirror system
24Developmental Trends
- Young children fear the visual, and fantastic
- Young children respond well to visual
desensitization, but may not respond well to
verbal coping e.g. rational-emotive - Older children and adults fear the
conceptual/abstract what could happen and
realistic - Older children and adults respond well to visual
desensitization and verbal coping
25Cantor and Nathanson 2
- News fear most often reacted to stories about
stranger violence (35), news from abroad (32),
natural disasters (25), or child victims. - Younger children were more likely to be
frightened by natural disaster stories (p lt
0.001), while older children were reacted more to
stranger violence (p lt 0.01). - Younger children were more likely to express
their fear that similar events would happen to
them (p lt 0.05).
26Raessens 10Griffiths Overview
- Games can have positive therapeutic value in many
areas. - Most of the studies are of specifically designed
games, so the effects may not generalize to other
games. - Duh! Learning tends to be very specific. The
problem with the article is that it doesnt do
enough to explain why there are effects. If you
dont do that, you cant predict when effects
should generalize.
27Sample Applications 1
- Physiotherapy
- Use computer add-on specific to disability
- Shaping of response specific to physical need
- Distract from pain and boredom
- Available without staff person
- Cognitive Rehab
- Perceptual disorders, conceptual, attention,
memory, language, spatial visualization - Why and how does this work?
28Sample Applications 2
- Social skills, Impulsivity
- Calming through diversion
- Biofeedback and other feedback training
- Senior citizens mixed bag of effects
- Psychotherapy
- Expression through fantasy
- Diagnosis problem-solving, eye-hand
coordination, coping, memory, etc. - Other similar effects
29Raessens 8Holmes Overview
- Hypotheses
- Playing violent video games should produce
negative reactions during play. - Boys should be more negative than girls.
- Findings
- Play produced positive reactions during play.
- Girls were more negative than boys.
- Should we be surprised? Work through the logic.
30Findings
- Kids show neutral or positive responses most of
the time. - Wouldnt you expect that if they enjoy playing?
- Does this preclude their being aggressive later?
- Boys show more positive affect
- The researchers say that this could be due to the
boys being more experience and successful with
game play. - Shouldnt they have expected that?
31Raessens 12Wolf Video and Game Genres
- Genre Film
- Establishment signals to tell you the kind of
film it is (e.g. cowboy hat). - Animation the actions and attitudes of
characters - Intensification of conflict by conventional and
dramatic confrontations - Resolution through support of conventional mores
32Game Genres Characteristics?
- Abstract
- Adaptation
- Adventure
- Artificial Life
- Board
- Capturing
- Card
- Catching
- Chase
- Collecting
- Combat
- Demo
- Diagnostic
- Dodging
- Driving
- Educational
- Escape
- Fighting
- Flying
- Grambling
- Interactive Movie
- Mngmt Simulation
- Maze
- Obstacle Course
- Pencil--Paper
- Pinball
- Platform
- Programming
- Puzzle
- Quiz
- Racing
- Rhythm Dance
- Role-Playing
- Shooting
- Simulation
- Sports
- Strategy
- Table-top
- Target
- Text Adventure
- Training Simulation
- Utility